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Question by OrthorsOfficial · May 05, 2018 at 03:46 PM · instantiateprefabsvariables

My public variables are lost when I convert my game object into a prefab

I have a boost power up that works perfectly fine in the hierarchy. However, when I covert it into a prefab, the variable disconnect?

Incase the code is confusing. I shall explain

powerUpBoostScript - This increases the speed of my player when it hits the power up pickupEffect - This is the animation that instantiates when you pick up the power up Boost - This is the sprite which has the graphic of a boost appear when you pick up the power up

(Code Below)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PowerUpBoost : MonoBehaviour {
 
     public GameObject powerUpBoostScript;
     public GameObject pickupEffect;
     public GameObject Boost;
 
 
     public float duration;
     private bool boostOn = false;
 
 
     void OnTriggerEnter2D (Collider2D other)
     {
         if (other.CompareTag ("Player")) 
         {
             StartCoroutine(Pickup (other));
         }
     }
         
 
     IEnumerator Pickup(Collider2D player)
     {
         //PowerUp explosion (Animation)
         Instantiate (pickupEffect, transform.position, transform.rotation);
 
         //Boost jets appear
         if (boostOn == false) 
         {
             Boost.SetActive (true);
             boostOn = true;
         }
 
         //Boost speed increases
         PlayerController boostSpeedScript = powerUpBoostScript.GetComponent<PlayerController> ();
         boostSpeedScript.speed = 5f;
 
         //Disables the collider2D around PowerUp
         GetComponent<Collider2D> ().enabled = false;
         GetComponent<SpriteRenderer> ().enabled = false;
 
         yield return new WaitForSeconds (duration);
 
         //Boost speed decreases
         boostSpeedScript.speed = 3f;
 
         //Boost jets disappear
         if (boostOn == true) 
         {
             Boost.SetActive (false);
             boostOn = false;
         }
 
         Destroy (gameObject);
     }
         
 
 
 }
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Answer by PersianKiller · May 05, 2018 at 05:35 PM

it happens when the gameObject is only in the scene and doesn't exist inside your assets window.

you have to make (for example (powerUpBoostScript )) a prefab.then assign it inside another prefabs and you can use it when you instantiate it.

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avatar image OrthorsOfficial · May 10, 2018 at 06:39 PM 0
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Thanks a lot for your help. I have been trying to incorporate what you've said, however Im not quite sure how to have a prefab assigned to another prefab??

avatar image PersianKiller OrthorsOfficial · May 11, 2018 at 06:03 AM 0
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hmmm i'm not good at English xD,let me show you an example ,it might be helpful. watch this

https://streamable.com/j8k4y

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